Mage: Mage Player Guide

Directory: Mage the Awakening
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Mage House Rules and Clarifications

Beneficial Conditions and Spellcasting

  • Beneficial Conditions (such as Informed, Inspiring, and Steadfast) granted directly by spells NEVER grant beats when resolved, even if cast with an exceptional success.

Creative Thaumaturgy

A large part of Mage’s thematics hinge on the flexibility of magic, but that sort of flexibility is difficult on a chat game compared to tabletop. However, we don’t want to entirely prevent ‘on the fly’ magic or Creative Thaumaturgy, so we’re implementing the following rules:

  • Creative Thaumaturgy may be performed in staff-run scenes ‘on the fly’, at the staff member’s discretion. Being allowed to perform a spell in a staff-run scene without it being finalized (see below), however, does NOT guarantee that it can be used again, as the mechanics will generally be simplified and made to suit the current situation.
  • Creative Thaumaturgy spells may be submitted to the “Rules Master” group via a “Custom Item/Power” request, where it will be discussed and balanced as needed. There’s no specific time limit between submissions, but please only submit CT for spells you’re capable of casting and actively plan to use.
  • Once approved, Creative Thaumaturgy spells will be made publicly available on the wiki, and can be cast and used by anyone as if they came from an official source.
  • If no staff is present, you may only perform approved and published spells in scenes.
  • Note that for now, only spells can be submitted, not custom Reach effects for published spells, to avoid difficulties cross-referencing.

Exceptional Successes on Casting

  • The listed option of ignoring all Withstand ratings on an exceptional success in spellcasting is not available.

Pattern Restoration

Pattern Restoration is not able to remove Conditions or Tilts that are supernatural in nature; they need to be removed with appropriate spells (or resolved normally). It can remove mundane conditions/tilts that are applied because of supernatural powers, however (but if the power’s still active, this may be a Clash of Wills or it may just be re-applied).

Sleepwalkers

TO clarify, Sleepwalkers are not mechanically considered a “half-template” for the Mage venue regardless of how involved in the Mage venue the Sleepwalker may be. Instead, Sleepwalker is a classification for characters who are immune to the Curse, cause no Dissonance, do not increase Paradox and remember what they’ve seen (as pertains to the Supernal). Additionally, characters who fall under this classification can purchase Sleepwalker Merits.
Character types who are considered Sleepwalkers (Note: Only 1 of the following is necessary):

  • Mortals who have purchased the Sleepwalker merit
  • Mortals who have purchased an “internal” Supernatural merit (Chronicles of Darkness)
  • Changelings, Vampires, Werewolves, Fae-touched, Ghouls, Wolf-blooded or any other supernatural template.
    • Ephemeral beings and similar ‘Non-Template’ entities, like Strix and Oneroi, do not count as Sleepwalkers for the purpose of related mechanics, but nor do they count as Sleepers for the sake of paradox.

Unsafe Relinquishment

  • Relinquishing a spell unsafely (with a willpower point) is an act of hubris at the Understanding level without an immediate need to. An inured spell is of course not affected by this.

Clarification: Boons

  • Fate spells that grant a boon cannot provide a Potency dice bonus to casting dice pools, even if the spell lists affecting spellcasting pools as its own Reach option. Dice Tricks (e.g 9-again) affect spellcasting normally if Reach is used.

Clarification: Combined Spells

  • Combined spells have the same factors (if their Primary differs, choose one), including specified targets/area, unless a Reach is spent to separate the Scale.

Clarification: Nimbus Tilt

  • Nimbus Tilts only affect those actively witnessing them, meaning those using Mage Sight (or other supernatural powers that can perceive it), or anyone when the Nimbus is deliberately flared; this also includes the offender when the Nimbus is used defensively. However, the mage flaring the Nimbus is not affected by their own Tilt in any case.

Clarification: Resistance and Withstanding

  • Merits and abilities that subtract from a type of power’s resisted dice pool instead raises Withstand by 1/2 the amount (round up) when dealing with spells.
  • Merits and abilities that specifically treat the trait as higher just do exactly that.

Clarification: Shielding Spells

  • As listed in the Creative Thaumaturgy rules, Shielding spells will only protect against a number of supernatural effects equal to the spell’s potency for a given casting.

Policy: Staff and Paradox

  • Releasing Paradox always requires a staff member present to direct the paradox Reach; it’s recommended not to release paradox for downtime casting
  • Internal Paradoxes require a staff member to be notified if more than 5 successes are rolled beyond what’s absorbed by Wisdom, as a new Paradox condition is likely to be needed.

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Cabal Creation

To create a create a request ticket or include in sanctioning request the following completed template

Template Example

:Name: Cabal Name
Members:
* -Shadow Name 1 - First Last Name
* -Shadow Name 2 - First Last Name
* -Shadow Name 3 - First Last Name
:Theme: Theme that binds the cabal
Rites & Tenants - As per Lex Magica
*Rite of Acceptance
*Rite of Wisdom
*Rite of Crossing
*Rite of Hospitality
*Rite of Sanctum
*The Tenet of the Veil
*The Tenet of Hubris
*The Tenet of Protection
*The Tenet of War
Locations
*Neighborhood: Location
*Safe Place: Location
*Sanctum: Location
*Hallow - Yes/No
*Demense - Yes/No
Shared Dots
* -Shadow Name1- First Last Name 2 Dots Safe Space, 1 Dot Sanctum, 1 Dot Hallow
* -Shadow Name2- First Last Name 1 Dots Safe Space, 1 Dot Sanctum, 1 Dot Hallow
* -Shadow Name3- First Last Name 1 Dots Safe Space, 1 Dot Sanctum, 1 Dot Hallow
* -Shadow Name4- First Last Name 0
:Description: Details about the cabals goals.

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Consilium Status

Status 1
Any mage that resides in the city of Portland that has declared themself to a member of the Consilium’s Leadership Ally - Any exemplary resident of the Consilium’s domain who has served the Consilium.
Status 2
Liegeman/Liegewoman - Any mage who represents a cabal to the Consilium or who has earned special recognition for services to the Consilium.
Status 3
Mages at rank 3+ May be appointed the following position of service:
  • Sentinel - The Enforcer of the Consilium’s Law, tasked with patrolling its Sanctum and its Borders.
  • Herald - The Voice of the Consilium, tasked with acting as emissary amongst the Wise and distributing the edicts of the Consilium and its Leadership.
  • Factotum - The Prosecutor of the Consilium’s Law and the Lex Magica, tasked with prosecuting those members of the Wise who break the Lex as it has been established. They are also the keepers of the Lex Magica in its local form.
Status 4
  • Provost - The Hands of the Council tasked with the day to day functionings of the Consilium, ensuring that duties are distributed and performed amongst its membership. They are appointed at the pleasure of each individual councilor.
  • Interfector - The Eyes of the Council, the Knife in the Dark, Headsman of the Consilium, is appointed by the Council in times of need and is rarely a permanent position as its duties are often believed to defile even the most rigid of Awakened souls.
Status 5
  • Councillors - The Leading Council of the Consilium set the agenda of the Consilium, they are the beating heart of the Consilium, its ultimate leadership.
  • Hierarch - The Will of the Consilium and the Head of its Council sets the final edicts of the region, they are often both the most powerful and most popular of the Wise.

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Order Status

Mage players that purchase cross order status limit their maximum status to 3 total points of order status and may only spread those dots between 2 orders. A primary order must be declared. Players can still earn ICly ranks 3–5 in their primary status.

Status 3+ and their associated titles can only be earned through IC dedication to an Order or the Consilium and are granted by the Story Master/Narrator Staff at no XP cost. These ranks and titles can be stripped from a player for poor game play practices, inactivity, or failure to participate.

Order Status Benefits

  1. Once during a month the Mage may request 1 dot from the temporary bonus list from their order.
  2. Once during a month the Mage may request 2 dot from the temporary bonus list from their order.
  3. Once during a month the Mage may request 3 dot from the temporary bonus list from their order. Additionally once a month the Mage may request 1 dot from the permanent bonus list as a justification for item purchase.
  4. Once during a month the Mage may request 4 dot from the temporary bonus list from their order. Additionally once a month the Mage may request 2 dot from the permanent bonus list as a justification for item purchase.
  5. Once during a month the Mage may request 5 dot from the temporary bonus list from their order. Additionally once a month the Mage may request 3 dot from the permanent bonus list as a justification for item purchase.

Benefits by Order

Adamantine Arrow
TemporaryPermanent
Imbued Item or Weapon  Imbued Item or Weapon
Enhanced Item or Weapon  Enhanced Item or Weapon
ResourcesSanctum
Mentor – Combat  Hallow
Safe PlaceRetainer
Sanctum 
Hallow 

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Guardians of the Veil
TemporaryPermanent
Imbued Item or Weapon  Imbued Item or Weapon
Enhanced Item or Weapon  Enhanced Item or Weapon
ResourcesSanctum
MentorHallow
Safe PlaceRetainer
Artifact 
Library 
Advanced Library 

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Free Council
TemporaryPermanent
Imbued ItemImbued Item
Enhanced ItemEnhanced Item
ResourcesSanctum
MentorHallow
ContactsRetainer
AlliesAlternate Identity
Safe PlaceArtifact  
Sanctum 
Library 
Advanced Library 
Alternate Identity 
Staff (Research Assistants
& Lab Techs)
 

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Mysterium
TemporaryPermanent
Imbued Item  Imbued Item
Enhanced Item  Enhanced Item
MentorSanctum
Contacts  Hallow
AlliesRetainer
LibraryAlternate Identity  
Safe PlaceArtifact  
SanctumGrimoire
Grimoire

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Silver Ladder
TemporaryPermanent
Imbued Item  Imbued Item or Weapon
Enhanced Item  Enhanced Item or Weapon
ResourcesSanctum
Mentor  Hallow
ContactsRetainer
AlliesAlternate Identity  
LibraryArtifact  
Advanced LibraryGrimoire
Artifact 
Grimoire 
Staff 

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Titles by Order Status

Adamantine Arrow

Sleepwalkers

Status 0 or 1 Banner Warden
Any characters that fall into the category of Sleepwalker, who has sworn to defend the city along the Adamantine Arrows of Portland can earn the title of Banner Warden. Sleepwalkers are required to prove that even though they are not mages they will and have adapted the Adamant Way. Once they have proven themselves to the Adamantine Arrow they will receive a special pin, this pin identifies the individual as someone whom has provided honorable service. The pin also grants supervised access to Arrow Hall Conference Room within the Embassy Hotel.

Emblem of the Banner Warden


Players with knowledge of the supernatural and support of the Embassy accords may take Status 0 in the Adaminte Arrow. Taking Status 0 offers no benefit or obligation in continued support the Mage Faction. After completing a story arch that includes Investigation and Combat alongside an Adamantite Arrow players may purchase status 1 with Narrator or Story Master approval. Status 1 requires the individual has sworn an oath to defend the city and must answer a call to arms if made by the Adamantine Arrow.

Mages

Status 1 - Talon
A mage who has been received into the Arrows may take the title Talon. It is considered an honor to be accepted into the ranks of the Adamantine Arrow. Mages from any other order can earn the first rank, Talon, without conflict with their primary order. Mages are expected to present themselves as competent, respectful, and diligent while in the service as an Arrow. Failure to do so has rather undesirable results.
Gaining status 0 in the Adamantine Arrows is rather easy. Loyal,extended service in the defense of the city is the bare minimum for this rank. Gaining Status 1 from outside the Adamantine Arrow is a lengthy and challenging process. The mage must prove they are capable of maintaining the balance between their order and the Tenants of the Adamantine Arrow. Out of Order mages that gain status 1 in the Adamantine Arrow are granted supervised access to Diamond Securities above ground facilities and underground Labs.
Status 2 - First Talon
Famuli (singular famulus) of the Adamantine Arrow form the backbone of the order. Rising higher in Status than First Talon requires a great deal of dedication to or ambition for the order itself, and Arrows have other concerns splitting their attention — Sleeper relations, protecting the Consilium, their cabals, their pupils, their mentors and so on. An Arrow might comfortably remain within his duties as a First Talon his entire Awakened life, and suffer no stigma from his order because of it.
Mages from any Order can earn the rank of Talon. But they can not exceed rank 3 in their primary order should they chose to dedicate themselves more intensively to the Arrows.
Status 3 - First Talon
Position of Service: A member of the Adamantine Arrow who has earned the rank of first Talon. Dedicated themselves to the order, projecting themselves as the and takes a position of service like Herald or Sentinel.
Status 4 - Thunderbolt Guardian
Preparation is the key to victory, so the order enshrines this principle in the rank of Thunderbolt Guardian. Thunderbolt Guardians are teachers and counselors, versed in several useful fields, and also personally apply their abilities to operations.
Status 5 - Adamant Sage (PC)
The Adamant Sage is by far the hardest rank to achieve and maintain. The Adamantine Sage is a shining example, a paragon, of all things Adamantine Arrow.

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Free Council

Status Titles

Status 0 - Unproven
The mage has not be accepted as a full member of the Free Council but has expressed interest. They may attend assembly meetings but can not vote.
Status 1 - Voter
Any mage who has been accepted fully into the Free Council. This mage may vote at Assembly meetings.
Status 2 - Voter
Mages that reach the rank of two may start down the path to a Title of Service among the Free Council.
Status 3 - Voter with Title of Order Service
The magi who reaches status 3 has proven they are competent in their service. They are awarded their title of service at rank 3.
Status 4 - 5 Voter - Trusted with greater responsibility
Free Council mages that competently and consistently serve the Assembly will be entrusted in greater duties among their field of service.

Titles of Service

Emissary
A position of ambassadorship, emissaries are the means by which the local Assembly interacts with other magi, other supernatural groups, and/or the embassy. Low-ranking emissaries are usually emissaries to their cabals, while higher-ranked ones may be asked to act as the Assembly’s ambassador to a Caucus or Consilium.
Minuteman
The citizen-soldiers of the Free Council, minutemen are those who have proven themselves defenders of the Council’s goals and members. They are expected to respond immediately to summons by the Council’s members, and to fight valiantly, whether in physical and magical conflict, or in the social arena. Additionally those who seek to gain status with the Adamantine Arrow must inform a ranking member of the Assembly.
Syndic
Politicians, the ideal of the Syndic is the Greek debater - clear-eyed, making people understand the nuances of the problems a people face, and then offering wise and charismatic ways to solve those problems.
Citizen Agent
Spies, covert agents and special forces, the citizen agents of the Council are regarded with great respect as heroes. They give of themselves constantly, often sacrificing their every-day lives for the good of the Council. These agents have neither subordinates or masters, instead taking on the missions requested of them by Assembly or Strategos.

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Guardians of the Veil

Status Titles

Status 0
Cultor that has not completed their Crimson Veil. A Cultor is the lowest members in the order they are not privy to any special information about the workings of the GoV. Their job is to take and weave the lies for the masses. Completion of the Crimson Veil grants the next rank of status.
Status 1 Neophyte
The rank of Neophyte denotes a mage that completed their Crimson Veil and are considered a full member of the GoV.
Status 2 Famulus
A famulus is a mage that completed their final veil. They are a firm believer in the beliefs of the GoV. This is the most common rank for members of the GoV. Some mages may never exceed the rank of Famulus because they failed some aspect of their veils. But instead of being informed they become trapped at this level. If the mage has not failed their Veil a higher ranking member may seek them out or vice versa to begin their next level of training.
Status 3 - 4 title of Service
Mages that reach these ranks have completed their veils, trained in a position of service and completed their training. Additionally they have proven their loyalty to the GoV in some profound act.Those mages that find themselves at this rank will begin a new understanding of the innermost working of the Guardians, their ultimate goals and beliefs.
Status 5 Epopt or Magister
(At least 1 Arcana Mastered to be called a Magister)

Epopt perform two functions. They manage the Labyrinth, upholding the order’s network of influence and misdirection, and they recruit new members, sending them through the Veils. An epopt rarely works alone. She directs other Guardians to support conspiracies and initiate novices through the Veils. Epopts are always experienced Guardians, but they rarely rise to the highest ranks of the order. The Guardians of the Veil value the Labyrinth, but try to keep its games at a distance.

Titles of Service

Culto
Cultors create and oversee the maintenance of Labyrinths. Though they are not responsible for the ways in which the caucus will use the Labyrinths, they are responsible for seeing that the Epopt’s decisions are made manifest in the Labyrinths.
Emissary
As many caucuses avoid revealing the identity of their Epopt - or sometimes, even the identities of their membership at all - the emissary acts as the public face of the Guardians to the local Consilium and other orders. Emissaries attend to public and private meetings, even being the one to deliver threats.
Susceptor
The elite spies of the Order, Susceptors are the field agents of the Guardians, their identities usually known only to Epopts. They eschew long-term strategies in favor of immediate objectives and tending to goals personally.

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Mysterium

Status Titles

Status 0
Exemplum: New initiated members who have yet to learn anything about the Atlantean Mystery. These members are not allowed to enter the athenaeum unescorted.
Status 1 - Neokoros
Members who have mastered the Mystery of the Principle. A neokoros may explore the Athenaeum in the shallows depths of the great library.
Status 2 - Neokoros Superior
A Mysterium mage who has spent time studying the Mysteries, mastered the Mystery of the Principle, and guides other Neokoros on their own study of the Mystery of the Principle.
Status 3 - Daduchos
A mage who has mastered the Mystery of Nightmares. Daduchos is the first level that allows the mage to take a position of service.
Status 4 - Daduchos Superior
Much like the Neokoros superior the Daduchos superior has studied, mastered, and is now guiding other magi along the Mystery of Nightmare. These mages have also taken a position within the order and proven themselves able to lead.
Status 5 - Hierophant
Hierophant must prove mastery of all of the great mysteries.

Titles of Service

Acquisitor
Field agents that travel the world to unearth Supernal knowledge
Censor
Safekeepers of artifacts who protect them from abuse by unenlightened hands
Theoricus
Members who have mastered the Mystery of the Soul
Savant
Mages who train in a certain field (one supernatural, one worldly) to preserve its knowledge for the Mysterium, in case that an Athenaeum

that confined this knowledge is destroyed

Curator
Keeper and custodian of an Athenaeum
Philosophus
Members who have mastered the Mystery of Misfortune

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Silver Ladder

Titles

Status 1
Neophyte - Neophytes are the salespersons, advocates, messengers and lawyers of the Order that have been recently introduced into it are not yet accustomed to its secrets.
Status 2
Acolytes are junior members of the order that perform mainly menial tasks.
Status 3
Famuli hold positions of power, administrate the ranks and efforts of the Consilium and generally direct the exertions of the order toward Ascension. Famuli is the minimum rank within the Silver Ladder needed to become a Factotum.

Factotum- are the lawyers of the Lex Magica. Mages of other Orders may call themselves factotum, but only among the Silver Ladder is it a rigorously-defined position of honor.

Status 4
Claviger are responsible for maintaining the Silver Ladder’s ideological purity and recruit other mages for the Order.
Status 5
Deacon is all things to all théarchs: leader, lawgiver, priest and chief representative.

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Custom Items and Powers

Mage


Death Spells


Life Conversions

The following Life spells can be assumed to have Death-based equivalents at the same level that affect Vampires (and other non-ephemeral, physical undead):

  • Mutable Mask (Life 2)
  • Degrading the Form (Life 3) (Note: This specific mirror works even on living targets)
  • Honing the Form (Life 3)
  • Knit (Life 3)
  • Many Faces (Life 3)
  • Transform Life (Life 3) requires both Death 3 and Life 3
  • Animal Minion (Life 4)
  • Mend (Life 4)
  • Regeneration (Life 4)
  • Shapechanging (Life 4) requires both Death 4 and Life 4

Spirit Conversions

The following Spirit spells can be assumed to have Death-based equivalents at the same level that affect Ghosts and similar Death-related ephemeral entities instead of Spirits:

  • Invoke Bane (Spirit 1)
  • Know Spirit (Spirit 1)
  • Command Spirit (Spirit 2)
  • Shadow Walk (Spirit 2)
  • Craft Fetish (Spirit 4)
  • Shape Spirit (Spirit 4)
  • Annihilate Spirit (Spirit 5)

Shadow Sight (Death 1)

Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Investigation, Occult, Survival
For the duration of the spell, the Mage is capable of seeing the true form of shadows, seeing their boundaries, size, shape, and everything else about them. This essentially allows the Mage to see in any amount of darkness, though if no light at all is available, he’ll only see in varying shades of textureless blackness. By default this spell only reveals mundane darkness to the user’s senses.
+1 Reach: The sense extends to the supernatural; anything supernaturally concealed that’s covered with shadows or darkness can still be perceived by the Mage if he wins the ensuing Clash of Wills. This will also outline ‘sentient’ creatures of darkness as separate from other shadows, including mages using Shadow Flesh, or creatures from various shadowy realms….

Invite the Grave (Death 3)

Practice: Perfecting
Primary Factor: Potency
Withstand: Stamina
Suggested Rote Skills: Medicine, Science, Intimidation
This spell enhances the course of Entropy, making those that suffer from it feel the effects that much more intensely. The next time the subject suffers at least a point of damage over the Duration, increase the damage suffered by this spell’s Potency; the damage is the same type as that originally suffered. This can affect a maximum number of damaging effects equal to the spell’s Potency.

Nights Grasp (Death 3)

Practice: Weaving
Primary Factor: Potency
Cost: 1 Mana
Suggested Rote Skills: Occult, Academics, Science
Night’s Grasp enables the caster to form starry black tendrils from the very shadows themselves. These tendrils can strike, grapple, hinder, and restrict under the command of their creator acting as the mages inpromtu defender until the spell is dropped.
One tendril is created per target factor; these tendrils have a brawl dice pool equal to the spell’s Potency, no defense, and health equal to the caster’s Death rating. The tendrils act on the Mage’s initiative, but being mindless, do not perform acts on their own; one tendril per turn may be given a simple command (attack X, defend Y) reflexively by the caster, or an instant action may be used to give them all the same command. They will continue to attempt the action until it can’t be done anymore or a new command is given (or the spell ends, of course).
+1 Reach: The caster’s Brawl rating is added to the tendrils’ dice pool.
+1 Reach: The tendrils can affect Death-aspected Twilight.

Open Avernian Gateway (Death 3)

Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Athletics, Intimidation, Occult
This spell targets an Avernian Gateway, opening it for the duration and allowing anyone (from either side) to travel through it until it closes again; this applies the Underworld Gate condition to the area. Any attempt to close the gateway before the spell ends provokes a Clash of Wills.
+2 Reach: The Gateway only opens in one direction, allowing the Mage to travel through it into the Underworld without allowing ghosts out, for instance.

Suppress Decay (Death 3)

Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Medicine, Athletics, Survival
The mage is capable of stifling entropic energy, causing wounds and other injuries to be rendered superficial and harmless. For the duration, 2 points of pre-existing bashing damage per point of Potency can be ignored by the subject, as if they were undamaged. The underlying wound will heal at about twice the normal speed during this time, as well, since the body needn’t deal with the actual ‘harm’ itself. If the duration ends before the wound heals, the damage for any unhealed wounds reappears (accounting for the increased healing speed).
This will also prevent bleeding out and other injuries that worsen over time for the duration.
+1 Reach: The spell can suppress one pre-existing lethal damage per Potency instead of 2 bashing.
+1 Reach: The mage may suppress a pre-existing Personal Tilt caused by Damage, such as Arm Wrack, causing the damage to become entirely superficial (if disturbing).
+2 Reach: The effect is Lasting (but the superficial wounds still take time to heal)

Advanced Shadow Crafting (Death ••••)

Practice: Unraveling
Primary Factor: Duration
Suggested Rote Skills: Academics, Intimidation, Occult
While a weaker version of this spell exists that crafts items from shadows and solidifies them for use by the mage, this more potent spell creates weapons and items that inflict weakness on opponents using the disabling nature of the Underworld towards the living. Indeed, these are not merely shadows, the shadows used in this spell are forged from death and have a devastating affect of living flesh, and their potent shadow-forged weapons strike not only the flesh of corpses and dead creatures, but affect their very being. The maximum durability, damage rating, and equipment bonus from objects crafted from shadow increases to match the rating in the casters Death Arcana. Additionally, attacks from these weapons deal lethal damage, even to Undead and Ephemeral beings (related to the Death aspect of Twilight) that normally downgrade such damage.
+1 Reach: The shadows are potent manifestations of the decay of death, and successful attacks inflict the Sick (Grave) tilt while in combat on living targets. +2 Reach and 1 Mana: The weapon does Aggravated damage as it not only attacks the body, rotting away flesh and decaying bone, but it damages the very essence of the creature as well. This deals aggravated damage against creatures that normally downgrade most forms of damage, including Vampires and ephemeral beings. While this reach is in effect, any weapon forged by the shadows is considered a 0A weapon.

Forbid Injury (Death 4)

Practice: Unraveling
Primary Factor: Potency
Suggested Rote Skills: Medicine, Athletics, Survival
An Adept of Death is capable of not only stifling injury, but making even the most egregious wounds incapable of actually harming one’s life force, stripping away the actual danger present in any form of injury. Each level of potency causes 2 pre-existing lethal damage (i.e that were there upon casting) to be ignored by the subject, as if not present at all, although the superficial wounds remain, and become dangerous again after the duration ends. However, the underlying injury heals at twice the speed for the duration, as there’s no true harm for the body to struggle against.
This will also prevent bleeding out and other injuries that worsen over time for the duration.
+1 Reach: The spell can suppress pre-existing aggravated damage. Cost: 1 mana
+1 Reach: The subject may dedicate a Potency to ignore a single pre-existing physical tilt for the duration, rendering any injury or impedance entirely superficial, barring actual removal of an appendage or other body part.
+2 Reach: The effect is Lasting (but the superficial wounds still take time to heal).


Fate Spells


Counting the Magic Beans (Fate 1)

Practice: Knowing
Primary Factor: Duration
Withstand: None
Suggested Rote Skills: Empathy, Streetwise, Survival
By tapping into the web of narrative-as-Destiny told by the Hedge, the mage becomes keenly aware of the characters and plants native to the Hedge nearby. She feels the gravity of their narrative as it tries to draw the Mage in to their tropes. Most mages specify certain types of characters to detect, such as “Hobs and Goblin Fruit,” or “only Huntsmen.”
After successfully casting this spell, the mage can detect all the specified types of characters within the spell’s area Scale, or that enter the spell’s area while it remains in effect. The Mage also knows what the characters are under the Mask, if applicable. The Hedge’s thorns are uniquely immune to being processed by this spell.
Add Mind 1: The mage can detect the presence of Oneiroi, Baubles, Cobblethought, and Dreamspun items.
Reach +1: The Mage can detect things transformed by the Hedge, such as Hedgebeasts and Changelings.
Reach +1: The Mage can specify characters by their role or function so long as it has been made an intrinsic part of their nature, allowing the Mage to specifically look for “Goblin Merchants” or “Poisonous Goblin Fruit.” When combined with the above Reach, the Mage can look for Changelings with specific Kiths (but not Seemings, as the Hedge is not responsible for that transformation).

Find the Path (Fate 1)

Practice: Knowing
Primary Factor: Duration
Withstand: None
Suggested Rote Skills: Academics, Occult, Survival
This spell can detects the presence and location of Irises leading to or from the Hedge in the area of effect of the spell’s Scale. Add this spell’s Potency to rolls made by the subject to navigate to it.
Reach +1: The subject becomes aware of one type of topographical feature within the Hedge in addition to any Iris’s, such as (but not limited to) Trods and Hollows. By adding Mind 1, this may include Dream Bastions. This Reach may be selected multiple times.

Supernal Targeting (Fate 1, Time 1, Space 1)

Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Firearms, Athletics, Investigation
A mixture of knowing how the next fleeting moments will affect a subjects target’s position, intimacy with the correlation between objects spacially, and a preternatural sense of timing are molded together to allow a mage to begin preparing his actions for efficiency, well before conventional precepts with eerie fluidity. This spell makes aiming a thrown or fired weapon take less time. In lieu of spending a turn aiming, the aim action’s use-time is reduced to an Instant Action. In most cases, this allows a Mage to aim and move. Also, as long as the Mage does not change the target(s) of this accuracy, attacks do not reset the bonus received from aiming. If the target of the aim action moves outside of the Mage’s line of sight, the aim is disrupted normally. Sleeper Witnesses suffer Quiescence normally.
+1 Reach: The spells affected aim actions are made reflexively, though this does not allow for multiple aim actions to be taken in one turn.

Summoning (Fate 2)

Practice: Ruling
Primary Factor: Duration
Withstand: Resolve
Cost: None
Suggested Rote Skills: Investigation, Expression and Persuasion
Fated things and people are pulled together as if by gravity and with this spell the mage compells that law of Fate summoning to her side lost things and people.
The mage cast this spell on her target then at anytime during it’s duration she may sense how to reach her target. She doesn’t know the whole route to take just what steps to take to find them but she does have a general sense in what direction her target lies. She may invoke this ability a number of times equal to the spells Potency.
If the Object or Person is within the immediate area the target becomes apparent in someway to the caster, perhaps a soft wind blows making it rattle or a streetlight turns on highlighting it. If the optional Reach effect is taken instead the person or object makes it’s way back to the mage. Typically this takes up to 24 hours if the target is in the same city but could take longer for longer distances.
People that are being summoned have the impression their being called by the caster and have a rough idea how to find the caster but nothing concrete. Events will conspire to lead and harass the target to come to the caster of this spell. If they actively resist this spell’s call they suffer a Hex equal to this spell’s potency so long as they continue to ignore the calling (in such a case, they find it difficult to stay away, but not impossible).
+2 Reach: The target makes its way back to the caster, as described.
+3 Reach: As above but the target hurries back in half the normal time (if not resisting the call).

Freedom (Fate 3)

Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Athletics, Larceny, Survival
Using this spell, the mage’s potential is safeguarded against the mundane meddling of those seeking to control her using a more mundane methodology. Hands slip free, keys are dropped and bounce just barely into reach, the cuffs failed to lock tight enough, or the chair the mage is tied to finally decides to break after it’s years of service are through, leaving the subject surrounded with a means to cut her loosened bonds. Efforts to grapple the subject of the spell are reduced to a chance die, regardless of how easily achieved the grapple was established, though the subject suffers similar effects regarding her ability to ensnare subjects as well. Mundane binding of any form, on their own, fail automatically, and Supernatural effects that employ physical means of trapping the subject provoke a Clash of Wills (up to Potency times). This spell fails if the subject is unconscious or otherwise unable to take action
+1 Reach: The effect only works one way, the subject(s) of the magic being able to bind and tie their own targets are unrestricted by the magic, but the target’s own rolls are not penalized to resist these attempts (such as when doing any maneuver other than Breaking Free in a grapple).
Add Time 4: One such escape attempt’s affected dice roll each turn during the spells Duration can be made as a reflexive action, as the mage applies this strain of defiance over time in the blink of an eye.

Make It Look Easy (Fate 3)

Practice: Ruling
Primary Factor: Potency
Withstand: Composure
The subjects exceptional success threshold for mundane rolls are expanded or reduced by the spell’s Potency during the spell’s Duration (to a minimum of 1), up to a number of times equal to Potency. This spell has no control over whether or not success is actually achieved, what it does is increase or decrease the forceful effects of success, so that even meager efforts can make for a higher grade of results, or mighty efforts met with modest effects. This spell can make capable experts appear to be talented charlatans, or make up amateur taxi drivers to seem like trained Hollywood stunt devils.
+2 Reach: The spell affects spell-casting rolls and supernatural powers, but may not reduce the threshold below 3, no matter the potency.

Unlocking the Secret Garden (Fate 3)

Practice: Weaving
Primary Factor: Duration
Withstand: None
Suggested Rote Skills: Crafts, Larceny, Survival
This spell allows the Mage to force an Iris leading into or out of the Hedge open or closed, regardless of its associated keys. This may require a Clash of Wills in the case of Gateways being kept open or closed by another being.
Reach +1: The Mage may instead change one detail of the Gate’s Key or means of access per Potency. A gate that opens to red headed stepchildren that spin around backwards three times might be changed to opening for anyone, that claps their hands three times for two Potency.

Charmed Life (Fate 4)

Practice: Patterning
Primary Factor: Duration
‘Withstand: Composure if resisted
Suggested Rote Skills: Occult, Socialize or Persuasion
The subject of the spells enjoys or endures a life of extremes. A blessed life does away with minor inconvienances such as too many red lights or stubbed toes. They can also be blessed in the following ways to a maximum number of times equal to the spell’s potency. Each use is reflexive and can only be used once per turn, and not th esame turn as the same condition was expended or resolved.

  • Gain the Charmed Condition
  • Gain the Steadfast Condition
  • Gain the Resolute Condition
  • Downgrade the level of damage by one category against one attack (Can’t downgrade Aggravated damage unless Reach was spent for this effect)

Meanwhile a cursed subject suffers indignities at every turn, spilled coffee to running late to work. For each potency of the spell the subject suffers one of the following effects whenever it’s dramatically appropriate as determined by the Storyteller. As a charmed individual above an effect from this spell can only occur once per turn and is reflexive.

  • An exceptional success becomes a normal success
  • A failure becomes a dramatic failure
  • Damage from an attack is upgraded one level (Can’t be upgraded to Aggravated damage unless Reach was spent for this effect)
  • Apply a negative condition or Tilt appropriate to the situation

+1 Reach: The spell can downgrade or upgrade damage from/to Aggravated

Name of Spell “What If Scenario” (Time 1/Fate 4)

Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: (Occult; Science, academics)
The mage can look into a subject’s possible future and see what could be if certain strings of fate were manipulated. This allows the mage to divine where altering the fabric of fate may affect the future, or potentially seeing what the outcome of a particular destiny may be. Without reach, the mage can only dvine the effects of their own fate and changes they might make. This spell can see far into the future, allowing the mage to see most likely long-term consequences of their current fate. The mage may incorporate as many possible shifts to their fate as potency. Looking too far from the present increases the likelihood of the answer being superseded by the point the future becomes the present. The Storyteller must decide what the future holds, taking into account the nature of the story as well as cues from the mage’s description of the “what if scenario.”
While viewing the possible future, the mage loses all Defense and may not take any actions or cast further spells.
+1 Reach: The mage can specify fates external to their own in the What If Scenario.
+1 Reach: The mage can specify a specific date and time in the future to perceive the results of the What If scenario at that time.


Forces Spells


Matter Conversions

The following spells from Matter can be used with equivalent Forces on/relating to electronic/computerized devices.

  • Machine Invisibility

Discovery Protocol (Forces 1)

Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Computer, Intimidate, Larceny
Modern technology still requires a known piece of information to ask a question of a machine. The awakened Discovery Protocol circumvents this necessity of known information to extract information that is available for request by the nature of the system. This spell extracts a hybrid DHCP-ARP cache from an active system. A table of this type acts as a symbolic sympathetic yantra to each device on it, and Representational to the device from which it was extracted.
+1 Reach: Rather than a copy of existing data, the device produces a brand new, specialized table, increasing the primary device’s sympathetic strength from the table to material (though this fades to representational after a month, as normal).
+1 Reach: By providing the faintest spark of power, an unpowered device becomes a valid target.
Add Spirit 1: A spiritual resident or representation of a system becomes a valid target, providing its sympathetic name as well. A spirit may withstand with its Rank.

Magnetometer (Forces 1)

Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Science, Academics, Subterfuge
The subject is able to sense metal and magnetic materials, including the size and location of the object; similar to a magnetometer at security checkpoints, but with more precision.
+1 Reach: The target knows the shape of the object or objects detected.

Programmer’s eye (Forces 1)

Practice: Knowing
Primary Factor: Duration
Suggested Rote Skills: Computer, Investigation, Science
Under the programmer’s eye, all code remains mysterious until it unfolds, sloppy notations, personal quirks run rampant through the system. However, by undergoing a moment of epiphany under this effect, the subject gains a complete understanding of the software or the data. It’s intended purpose is obvious and available; as is its absence. Corruption, Encryption, and Mistakes that interferes with normal operations are also revealed, but not immediately understood and must be corrected through other means.
+1 Reach: Understanding the function of the examined code grants the subject 8-again on all actions using the studied code. Only the most recently studied object gains this benefit as the supernal clarity fades from the mind’s eye to replace it with another.
+2 Reach: As above, plus the spell reveals all potential uses of an object, fanned out in a vast array of Supernal symbols around the object. Focusing on a particular use might require a reflexive Wits + Composure roll for especially complex items.
Add Fate •: The mage names a particular task when casting the spell (e.g. “get leverage on Carruthers,” “translate the Codex Afire”). Any data that might help with that task seem to loom larger, to be more digitally present, and are immediately obvious to the subject as soon as she lays eyes on them.

Run Software (Forces 1)

Practice: Compelling
Primary Factor: Potency
Suggested Rote Skills: Computer, Drive, Expression
Computers have only begun to scratch the surface of their potential and as man reaches their imagination extends towards a new step that could not have been considered before that moment. Running a program within a computer system is among the simplest of digital magics available to those who delve into this type of magic. The affected program simply responds as the mage wishes. Any action requiring a skill roll treats the spell’s Potency as its successes.
+1 Reach: Scripts can be set for automation, performing their task when some value is met, however it must be within the confines of what a computer understands. This is most often its time clock.
+1 Reach: The caster can perform more complex tasks while controlling the object, including extended actions or maintaining continuous control of the object as long as the spell’s Duration lasts.

Aethernet (Forces ••, Space ••)

Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Computer, Larceny, Persuasion
Free WiFi is never truly free. It comes with its own risks and rewards and it is still, even today, not quite ubiquitous. Opening an ‘Aethernet’ connection allows a device which generates a signal (cellphone antenna, wifi adapter, RJ-45) to broadcast to a device which generates a similar signal (cell tower, wifi enabled router, ethernet cable) and receive those signals remotely using the natural sympathy of their wavelengths which is hardcoded to reality and the natural propensity for devices of these types to communicate.
Add Death ••, Sprit ••, etc: By adding •• in an Arcanum whose purview includes another realm of existence (e.g. the Underworld or the Shadow), the mage may transmit data from that realm into the physical world, or vice versa.
‘Add Time ••: By asserting that today is still yesterday, the character may access information that existed prior to entering an other worldly realm. This is most useful for accessing (deleted) digital libraries and not so much for email or news feeds.

Inhibit Ignition (Forces 2)

Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Crafts, Science, Occult
With this effect, the mage inhibits fire’s ability to spread to or to ignite new substances within it’s area of effect. While it will not extinguish existing flames, such a fire will die out naturally when its existing fuel is expended and it is unable to spread.
More importantly, however, no new sources of ignition will work within the area. Matches or lighters will not light, nor will fuses. Explosives or their primers will not ignite, preventing bombs or grenades from exploding, and even bullets will not fire (note though, that projectiles NOT propelled by explosives will still work, for example Airsoft or CO2 guns). Vehicles operated by internal combustion engines will not run (but electric vehicles will!).
If the source of fire or combustion is magical or supernatural in nature, this will provoke a Clash of Wills.

Merciful Blow (Forces 2)

Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Athletics, Brawl, Science
Useful for both training purposes and for those who wish to subdue an opponent without causing permanent damage, the mage diffuses the force of his armed or hand to hand strikes, changing any lethal damage caused, into bashing. As usual, excessive bashing damage may roll over into lethal. This spell has no effect on INCOMING blows, only ones made by the mage himself.
+1 Reach: The spell applies the Knocked Down Tilt
+1 Reach: The spell applies the Stunned Tilt
+2 Reach: The spell may be applied to thrown weapons. Alternately, it may be applied to Firearms, however they also automatically lose any Armor Piercing rating.

Overclock (Forces 2)

Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Computer, Persuasion, Science
Amplify the power, refine the language, complete the circuit; through subtle changes in the system, the target electronic device becomes increasingly receptive to the user’s input. The grants its user the 9-Again quality for the duration of the spell, so long as it’s a tool that can benefit from an increase in processing power.
+1 Reach: The tool grants the 8-Again quality instead.

Reroute (Forces 2)

Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Computer, Larceny, Subterfuge
Data flows constantly, and with the correct nudge it can be made to flow to places other than its originally intended destination, as the case may be, packets will universally be resent to fill the void that was left when the receiving end fails to find the correct piece. A bank account number, the latest torrent streams, it all becomes accessible while in motion. Texts and emails are especially of great value as the cases may be. Only a single type of data may be affected.
Alternatively, the mage can repel certain forms of data from a subject in a similar fashion; not getting that call, that text, that email can greatly disrupt normal business operations.
+1 Reach: Additional types of data may be compelled to or from a subject, per level of reach.

Flash Freeze (Forces •••)

Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Intimidation, Occult, Survival
The mage frays the heat of a subject, suddenly and dramatically dropping its temperature as though exposed to a snowy winter night. The effects of this vary by subject and circumstance. For example, most liquids and vapours condense/freeze, and most solid substances become brittle (ignore 1 Durability while frozen). If used on a living being, the spell causes Bashing damage equal to Potency for those incapable; if the spell is cast with sufficient Duration on a being capable of hibernation, it may be induced with this spell instead of damage.
Note that this spell may cause further effects based on the being frozen, or being subjected to local temperature differences when the spell ends: sudden freezing may cause containers to burst, heated ice may crack, and condensed/frozen vapors may evaporate in high concentrations.
+1 Reach: The sudden chill is enough to cause Bashing damage to all subjects. Those already susceptible to Bashing damage from the spell suffer a penalty to their Athletics equal to the spell’s Potency.

Recompile Software (Forces 3)

Practice: Weaving
Primary Factor: Potency
Suggested Rote Skills: Computer, Drive, Streetwise
From 01000001 to 01011010, the digital sea ebbs and flows with software as it runs and performs its operations. Grasping deep within this network fueled by the genius of Tesla and Edison, born of Babbage and Turing, the mage may grasp and seize the children of Lovelace, forming them into new shapes to suit an immediate need. The Imago takes this need and realigns the 1s and 0s until they form the function that is required in that instant. What is a program: The chatbot, the firewall, the personal assistant. The MMO, the conversation, the Dialogue, the circle spins endless and takes limitless shapes. Humanity has yet to find the limit of what its software is capable of becoming.
The potency of this effect reshapes the software, acting as successes to skill rolls performed by the software, if applicable. Each piece of software can only serve a single function, whether it be searching the internet, driving a car, or targetting an orbital strike.
To code the software to the appropriate form, the mage must have an understanding of the code to be created, requiring a successful Intelligence + Computer check, penalized by the complexity of the new software. The ‘new’ software must still be operated by the user, which can be intensely frustrating when it no longer serves its original purpose.
+1 Reach: Scripts can be set for automation, performing their task when some value is met, however it must be within the confines of what a computer understands. This is most often its time clock.
+1 Reach: The caster can perform more complex tasks while controlling the object, including extended actions or maintaining continuous control of the object as long as the spell’s Duration lasts.

Heat Shield (Forces 3)

Practice: Weaving
Primary factor: Duration
Suggested rote skills: Athletics, Occult, Science
The mage redirects electrons, letting heat and electricity pass harmlessly around her. This spell acts as a shield against direct damage from fire and electricity, granting effective armour equal to the caster’s Forces Arcanum. It cannot stack with other sources of magical shields or armour. Mage Armour explicitly suppresses this spell when active, even if the protection should be less than the effect it replaces. Magical sources of harm trigger a Clash of Wills, and the spell can Clash as many times as the spell’s Potency.
+1 Reach: Instead of the energy being harmlessly scattered, any damage prevented by the spell can be redirected to adjacent targets. Any targets within two meters not protected by this spell, including any attackers and the mage’s surroundings, suffer half the absorbed damage as bashing damage.

Roll With It (Forces 3)

Practice: Perfecting
Primary Factor: Duration
Cost: 1 Mana
Suggested Rote Skills: Athletics, Science, Brawl
The subject gains a superlative understanding of the application of kinetic force and leverage. The subject knows how to move to dissipate and redirect the energy from physical blows to reduce damage - possibly even avoiding what would otherwise be a solid strike, potentially setting up a counter-attack. This spell grants the subject’s attempt to dodge physical attacks, including attempts to grapple, the rote quality. The subject’s player can choose which of his rolls are affected (declared before the dice are rolled). This is used a number of rolls equal to potency while the spell duration is active. The subject of the spell is still subject to other dodge restrictions.
+1 Reach: This spell applies to attempts to escape a grapple.
+1 Reach, Add Time 1: The character may attempt to dodge bullets and similar attacks.

Sound of Creation (Forces 3)

Practices: Perfecting
Primary factor: Potency
Cost: 1 mana
Suggested rote skills: Expression, Occult, Science
Any action that has sound quality as a key component (i.e. musical performances) is heightened to magical perfection and acquires the rote quality. The subject gains the quality for a number of appropriate mundane rolls equal to Potency. While Forces are not commonly thought of as the source of inspiration, sonic energy holds mystical sway over living beings, and a master of this spell can use it to draw the perfected power of the Aether and use it to fuel and enhance her own gifts to exploit its many secrets.

Compile Sprite (Forces 4)

Practice: Patterning
Primary Factor: Potency
Withstand: Composure or Rank
Suggested Rote Skills: Computer, Expression, Occult
Singularity. The Ghost in the Machine. SkyNet. Titan and Promethean. Replicants. Artificial Intelligence. We are software operating in the medium of a machine sculpted from a billion years of evolution and we now seek to create that which is ourselves within the digital medium, cause and effect, a summation of experiences, the methods go on for shaping these nascent disembodied beings though we inevitably seek to embody them that they might live among us in our world. Each level of Potency effectively grants a dot of the Retainer merit. The Sprite’s “Field” is defined at the time of its compilation, and must make sense for an AI in the system it’s implanted.
Add Death ••••, Mind ••••, or Spirit ••••: Binds a ghost, goetia, or spirit into the Sprite, which allows it to act as a vessel for that entity. The sprite still uses the Retainer dots to determine dice pools, but it can use any of the possessing entity’s powers, and the sprite’s “field” is whatever the entity is capable of.
Add Mind ••••: Binding a mind into the Sprite allows it to act a vessel for that consciousness. The sprite uses the dice pools of the mind’s owner in performing its tasks. While its mind is absent, the body remains unconscious and must be sustained through other means. If the body expires, the mind remains within the sprite until the end of its duration as normal and then passes to whatever fate it would normally achieve.

Piercing Cold (Forces 4)

Practice: Unraveling
Primary Factor: Potency
Suggested Rote Skills: Intimidation, Occult, Survival
This unraveling of the subject’s heat is an attack spell, inflicting lethal damage equal to its Potency. Against objects, ignore 2 points of Durability unless specifically built for such rapid temperature change. Appropriate liquids and vapours up to the affected Size/Scale are immediately frozen, often with catastrophic effects when subjected to the immediate heat around them. If cast with sufficient Scale, affected subjects already within appropriate liquids (e.g. arm in a full sink, swimming in a pool) may suffer appropriate Tilts, such as Pinned or Immobilized.
+1 Reach: Ice thickens over one of the subject’s appendages, freezing it to a nearby surface and causing the Pinned Tilt (HL 143).
+2 Reach: The cold creates an entrapping layer of ice over the subject, causing the Immobilized Tilt with Durability equal to half the caster’s Forces rating (rounded up).
+1 Reach: For one point of Mana, the spell inflicts aggravated damage.


Life Spells


Lesser Life Support (Life ••)

Practice: Shielding
Cost: 1 Mana
Primary Factor: Duration
This spell is used to keep bodily fluids, individual organs, and substances made up of ‘living’ cells alive beyond normal expectancy outside of a body. For the duration the subject (which must be simple organisms, individual organs, bodily fluids of a more complex organism, or similar substances) are kept alive instead of degrading, from lack of nutrition, needed oxygen, carbon dioxide levels, and other storage factors, allowing cells to reconstitute themselves for the duration of the spell. This does not prevent the cells from ‘aging’ and dying, nor from being killed by more blatantly hostile conditions or violent injury (i.e it prevents no actual damage).
This does not extend to complex organisms of any kind as a whole.
Add Time ••: The subject substance does not ‘age’, ‘heal’, or grow for the duration of the spell.

Carnal Perfection (Life 3)

Practice: Perfecting Primeary factor: Potency Suggested Rote Skills: Occult Athletics , Persuasion \\ By changing and rearranging hormones, pheromones, fat and muscle mass, the mage sculpts the subject’s body into the perfect representation of their sex. Add potency to all social rolls in which the body can play a part (similar to striking looks), up to a +5.
+1 reach: For 1 mana, allow the bonus to go above +5. Note that this tends to be very obviously supernatural.
+1 reach: Apply 8-again to a # of rolls equal to Potency.

The Body Betrays (Life 3)

Practice: Weaving
Primary Factor: Potency
Withstand: Resolve
Suggested Rote Skills: Science, Persuasion, Survival
For all the vaunted supremacy of the human mind, there are some times that will is a slave to the meat. The Life practitioner exploits this fact, activataing glandular responses and neural impulses to force a subject to take a particular action; what Control Instincts suggests, this spell demands.
The action must be able to be encapsulated in a single word, though actually speaking it is not necessary - flee, attack, sleep, sneeze. The action must also be driven by instinct and biology; the Mage could force a subject to scream but not to speak.
The subject is compelled to carry out the action for the duration of the spell - in the case of sleep, the subject wakes naturally (i.e. if he is disturbed or their sleep otherwise disrupted). If the action becomes impossible to continue, though, the spell ends early (For instance, making someone vomit ends once their stomach contents are expelled).
By default, this spell works only on mundane, living creatures. ‘Psychics’ and minor/half templates count as sufficiently mundane for this.
+1 Reach: This spells affects living supernatural creatures normally. This cannot directly provoke a state like Death Rage, however.


Matter Spells


X-Ray Vision (Matter 2)

Practice: Veiling
Primary Factor: Duration
Suggested Rote Skills: Crafts, Investigation, Science
The subject of this spell is able to look through non-living objects as if they were not there. This does not extend the subject’s senses further than normal or give the subject the ability to see in darkness (without other magial means) but instead see as if non-living objects were not in there.
For example the subject could look through a wall and see people in the next room, but could not see said people if there was no lights in the next room or if there were several living trees in the way.
This allows the subject to cast sensory-range spells on targets the subject might not ordinary be able to perceive.
+1 Reach - The subject can look partway through an object.For example: to see the face of a playing card by looking through the back of the card, or to look part way through a safe to see the tumblers, or to see that someone baked a file/bomb into a cake.
Add Life 2: The subject can also see through living things.
Add Forces 1: The subject can also see through forces which may block sight.

Elixer/Charm (Matter 3/Prime 2)

Practice: Weaving
Primary Factor: Duration
Cost: 1 Mana
Suggested Rote Skills: Science, Occult, Crafts
Use of this spell allows the caster to temporarily place another spell that he can cast into a physical medium he crafts for later use. This medium can be a potion, unguent, powder, or any small object of size 1 or less, like a small stone or piece of jewelry. The caster must cast this spell to prepare the form, immediately followed by whatever spell he wishes to store, defining all spell factors and Reaches, paying any additional costs of the stored spell, and rolling for the spell, and Paradox if necessary, as normal. Attainments can not be stored this way. If the casting of the stored spell fails, the physical form of the Elixer/Charm is destroyed and the caster must start again. If successful, the spell does not take place at this time though, being stored in the physical medium. Any spell which is intended to affect a target other than the user of the medium is automatically a touch spell, or must be used as an Aimed Spell, the physical medium thrown, squirted or sprayed at the target with a Dex+Athletics roll, who gets their defense and may attempt to Dodge. If the stored spell has an area effect, it may be targetted at a location and effect anything within its range. The caster must define the method of use of the medium at the time of casting, if it is swallowed, rubbed or sprayed on, thrown at a target,crushed underfoot, etc. Regardless of the method, it requires an instant action, and the medium is destroyed in the process. Anyone who performs the activation, even accidentally, will trigger the stored spell. If the duration of the Elixer/Charm spell ends before the stored spell is triggered, the stored spell is lost without effect, but the medium is still destroyed. Both the Elixir spell and any stored spells count towards spell control normally, but may be Combined using the normal systems.
In order to use this spell, the mage must incorporate a Sacrament Yantra into the casting, which counts against the normal Yantra limit. This becomes the physical form of the Elixer or Charm. This Sacrament must have an availability rating equal to or higher than the level of the spell the mage wishes to store in the item (if he wants to store a Forces 2 spell, the Sacrament must be Availability 2+). The mage may acquire this material at the normal Availability, or make it himself with the Build Mystic Equipment action (Wits+Occult), using the availability as the penalty to the roll. If that roll is successful, the total cost of components is reduced by 2, to a minimum of 0. (The mage wants a potion capable of storing a Life 3 effect. If he wants to acquire the needed item normally, it will have an Availability of 3. If he wants to make the potion from scratch, it would require a roll of Wits+Occult-3,and if successful, components with Availability 1). In addition, the Potency of the stored spell can’t exceed the the Potency of the Elixer/Charm spell itself (if the Elixer/Charm is cast with Potency 2, the maximum Potency of any spell stored in it is also 2).

Extraction (Matter •••)

Practice: Weaving
Primary Factor: Potency
Withstand: Durability
Suggested Rote Skills: Crafts, Medicine, Science
The mage can separate any non-living material from another, causing it to sublimate, evaporate, or film as it separates.
This does not breakdown existing chemical compounds, but may separate free ions in a substrate such as NA from NaCl dissolved within water, but won’t actively break molecules without additional application of other separate factors such as solvent, electricity, electromagnetic energy, enzymes, acids, bases or heat. This spell alone does not cause a physical barrier, and in liquids or gasses, will recombine as a normal reaction at end of duration. Removal of liquids from solids will pool on the surface and is easier to clean off until duration expires.
With some substances, recombination may be more dangerous than direct spell use itself if not safely handled.
+1 Reach: This spell may be able to cause speed reductions or possibly immobility upon complex devices if chemical power storage or lubricants are compromised.
Add Life •••: The spell can affect living subjects to extract non supernatural poisons from a living bloodstream, so that it can be collected cohesively rather than just randomly purged from the system, or have to pass specifically though the kidneys. This could be popular with awakened smokers with tar lung, or removing poisoning that continues to harm after regular healing. This is withstood with Stamina if unwilling.


Mind Spells


Spirit Conversions

The following Spirit spells can be assumed to have Mind-based equivalents at the same level that affect Goetia and similar Mind-related ephemeral entities instead of Spirits:

  • Invoke Bane (Spirit 1)
  • Know Spirit (Spirit 1)
  • Command Spirit (Spirit 2)
  • Shadow Walk (Spirit 2)
  • Annihilate Spirit (Spirit 5)

State of Mind (Mind 2)

Practice: Ruling
Primary Factor: Potency
Withstand: Composure (only if resisted)
Suggested Rote Skills: Persuasion, Expression, Subterfuge
The mage alters the subject’s basic mental flow, changing his subconscious and conscious thoughts and emotions to reflect any mental or emotional state the mage wishes.
For each level of potency target receives one non-Persistent, mundane Condition. Said Conditions must be one created from the emotional/mental/perceptional state of the target(s), so Conditions such as Notoriety or Connected are not applicable, but conditions such as Deprived, Swooning, Spooked, Steadfast, Guilty, Leveraged, etc. are possible (these are just examples, not a complete list of possible Conditions). These Conditions can be positive or negative (or both).
If the target resolves all the Condition before the Duration expires, the spell ends early.
+2 Reach: The Conditions created can affect spell casting rolls.

Higher Angels, Darker Demons (Mind •••)

Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Persuasion, Expression, Occult
This spell grants the spell-caster EITHER the merit “Virtuous” OR the merit “Vice-Ridden” (see CoD corebook) which allows for either an extra Virtue or Vice (as applicable) to be applied for the duration of the spell. The extra slot is filled by one personality trait of the caster’s choosing, but the caster’s core personality (their original Virtue/Vice) cannot change. Willpower still may only be gained normally (Vice - once per scene, Virtue - twice per month), but their influence in Social Maneuvering count individually. This means it is possible for a tempting offer that satisfies both Vices makes it easier to manipulate a Mage under the Vice-Ridden merit’s effect, moving them two steps up the Social Maneuvering Impression chart OR an offer that acts in opposition to both Virtues adds two Doors to Social Maneuvering for a mage under the effects of the Virtuous merit.
+2 Reach: The caster may benefit from BOTH the Virtuous and the Vice-Ridden merits. The second merit gains an additional trait that is defined at casting. (Default one extra in each)
+1 Reach: For every level of Potency, the caster can add one Virtue/Vice (as appropriate) to a pool of traits to choose from. Each of these traits must be defined at spell-casting (and specified as a Virtue or a Vice if using the +2 Reach above). To switch from one trait to another requires a simple meditation roll (COMP+RES) taking several minutes of focused concentration. Again, core personality traits cannot be affected.
+2 Reach: As above, however it takes one turn of focused concentration, rather than a meditation roll to switch personality traits.

I’m Rubber, You’re Glue (Mind 3)

Practice: Weaving
Primary Factor: Potency
Suggested Rote Skills: Empathy, Intimidation, Politics
Based on a principle similar to the old children’s rhyme “I’m Rubber, You’re Glue, Whatever you say bounces off me and sticks to you”, this spell allows the subject to “bounce” back any attempts to Socially Maneuver him, with the result “sticking” to the person making the attempt. During the duration of the spell, the subject may reverse the effects of any Social Maneuvers or merits which would open Doors, up to a number of Doors equal to the potency of the spell, with the same “Goal” effects.
The character attempting to open the subject’s doors declares their goal, methods, and makes any rolls as normal, but any doors that would be opened affect the character making the attempt rather than subject. The attacker’s Doors are determined as normal based on the Goal, their own Virtues, Vices, Aspirations, etc. The big bully trying to intimidate the subject suddenly realizes that the skinny guy actually is scary as hell, or the Femme Fatale attempting to seduce him discovers that she really IS “that into him”.
If the Social Maneuver or merit is either supernatural in nature, or being bolstered supernaturally, this will provoke a Clash of Wills.
+2 Reach: By spending 1 mana, the spell may be cast reflexively in response to a Social Maneuver or merit.
+1 Reach: One ADDITIONAL Door is automatically opened. This Reach can be applied up to two times.

Recollect (Mind 3)

Practice: Perfecting
Primary Factor: Potency
Suggested Rote Skills: Empathy, Medicine, Persuasion
The mage reminds the subject’s dream body of what it was like when it was first formed. The mage can heal her subject’s dream body of injuries by collecting and reforming bits of the subject’s dream essence and reassembling the dream body as when the subject’s dream body was first formed.
Each level of Potency heals two boxes of bashing damage of Dream Health.
+1 Reach: Potency can be spent to recover 1 Lethal instead of 2 Bashing.
+1 Reach: The mage may heal Personal Tilts on the subject’s dream body such as Arm Wrack, forcing broken bones back into shape on his dream form.
+1 Reach: The spell reproduces the effects of a full night’s rest in the subject, including regaining a point of Willpower if applicable.

Transfer Will (Mind 3)

Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Empathy, Persuasion, Medicine
The mage effects a transaction between two individuals, the recipient and the donor, shifting a Willpower dot from the latter to the former.
The recipient must have sacrificed a dot of Willpower to relinquish control of a spell or to contribute to some other magical working. The recipient regains the lost Willpower dot, and the donor loses a dot. The spell only works in the case of an entirely willing donor, who may not be in any way tricked or supernaturally influenced.
+2 Reach: For 1 mana, the effect is Lasting


Prime Spells


Shield of Truth (Prime 2)

Practice: Shielding
Primary Factor: Duration
Suggested Rote Skills: Occult, Expression, Empathy
By bolstering the truth of this spell’s subject, it defends against the falsehood of the Abyss. This spell protects the subject against the Numina, Influences, and Manifestations of Acamoths, Gulcamoths, and similar ephemeral Abyssal enttities. Any attempts to pierce the shield provokes a Clash of Wills.
+1 Reach: The protection afforded by this spell extends to Abyssals’ physical attacks.

Nimbus Inversion (Prime 2)

Practice: Ruling
Primary Factor: Duration
Withstand: Resolve
Suggested Rote Skills: Politics, Brawl, Socialize
The Supernal burns out from every mage, leaking out into the world, marking the use of their power. By twisting the flow, the power flows not outwards but inwards, empowering or debilitating the mage as they themselves empower or debilitate the world and those around them; mechanically, the subject, who must be a mage, becomes affected by their own Nimbus Tilt.
The seal placed upon the mage remains in place for the duration but the effects of the nimbus remains only for the duration it would normally last, thus a spell causing the nimbus to flare will cause the effect to impact the caster for a number of rounds equal to the potency of the effect.
+2 Reach: The Nimbus remains in effect for the full remaining duration of the spell after it is triggered.

Blaze of Glory (Prime 3)

Practice: Perfecting
Primary Factor: Potency
Withstand: Composure
Cost: 1 Mana
Suggested Rote Skills: Politics, Persuasion, Intimidation
This spell allows a mage to channel mana in order to enhance a supernal nimbus. For the Duration of the effect, the subjects’s Immediate Nimbus is treated as if his Gnosis has increased by the Potency of the spell. This only intensifies existing tilts (positives become more positive, negatives become more negative). If the subjects’s Immediate Nimbus normally causes multiple tilts (for example −1 Resolve, +1 Presence) the caster may choose how the additional effects are applied within the current tilts. In addition, the subject’s Immediate Nimbus is considered to be flaring for the duration of the spell, as if done purposely, and so is visible even to mundane perception. All normal effects and drawbacks of this still apply. This effect only affects subjects with a naturally occurring supernal nimbus.
+2 Reach: The mage may apply a new tilt, or multiple new tilts, up to the total of that granted by the increased effective Gnosis. However, the subjects normal tilts still are in effect, and may conflict with or counteract applied ones. (IE, if the subject has a −1 Resolve tilt normally, and a +2 Resolve tilt is applies with this effect, it would have the total effect of having a +1 Resolve tilt.)

Communion (Prime 3)

Practice: Weaving
Primary Factor: Duration
Withstand: Resolve
Cost: 1+ Mana
Suggested Rote Skills: Computer, Occult, Socialize
The greatest works of the Wise require every possible advantage in their creation and so with this magic an apprentice may assist their master with greater works rather than being a hindrance to the process. Those mages under the effects of the Communion, up to the spell’s potency, roll their Gnosis as a pool with each success reducing the penalties to the primary caster’s spell roll. This dice pool may not be modified by Willpower, magic, or other means. This burns a single mana from each participant.
+2 Reach: The assisting mages may add their own Arcana to their Gnosis pool.

Consume Passion (Prime 3, Fate 2)

Practice: Perfecting
Primary Factor: Potency
Suggested Rote Skills: Empathy, Expression, Occult
This spell taps into the idyllic properties of a sufficiently ecstatic experience, absorbing a single point of Mana into the subject.
These ecstatic expressions must be intense, emotionally charged, and mind-altering. Even raucous parties are not enough: only an expression iconic and powerful enough to shake the Fallen world, even for a moment, may be tapped into. Deep religious rituals, strong drug/insanity trips, live sacrifice, glossalalia, suspension, mutilation, witnessing a failed Breaking Point, and other experiences that produce an altered or disassociative mental state might apply. On the supernatural side, states of uncontrolled passion (Kuruth, frenzy, etc) can be used if the caster is daring enough to risk their time and presence. Emotionally intense supernatural acts (not casual/quick exchanges) ending with supernatural energies may also apply. For example, watching a hunt for fresh prey’s blood, glamour, or other energies that culminates in a dramatic feeding. Formal Oblations and other acts that already generate Mana may not apply, nor do states directly caused (not merely catalyzed) by magic: the energies and connections those actions tap into are already being used.
A subject may not gain more total Mana from this spell in a day than the latest caster’s dots in Prime, and any Mana infused into a subject that cannot contain it naturally dissipates at the end of the spell’s Duration.

Create Tass (Prime •••)

Practice: Weaving
Primary Factor: Potency
Cost: 1+ Mana
Suggested Rote Skills: Crafts, Occult, Expression
The mage may channel Mana into a physical form, creating a piece of tass that represents an idealized Supernal form. The object created must be a simple object or tool no greater than Size 5 (food, swords, and gemstones are allowable, while guns and cars are not), and is obviously magical. The tass may appear menacing or intricate, but cannot perform tasks significantly; even high Durability item are too brittle to really cut or drive screws, for example. Any usage as a tool is considered to be improvised, and each action doing so expends 1 Mana from the tass. In addition, the tass has no explicit energy, nor it is subject to normal laws regarding its form. For example, tass food does not spoil, but neither does it nourish the eater, and the mage is advised not to increase the Durability of food beyond 1 if they expect it to be eaten.
The tass has a default Durability of 1 and consists of one point of Mana (which the mage must pay as part of the casting). Potency may be allocated to increasing the Durability or Mana capacity on a one-for-one basis. When all Mana is withdrawn from the tass, it crumbles to nothing. A mage may “refill” the tass with the Channel Mana spell or similar effects. When the spell’s Duration runs out, any unused Mana sublimates back into the world and is lost.
Add Forces 3: The object is not obviously magical.
Add Life 2: Tass created as food/water is nourishing at the cost of expending 1 Mana.
+2 Reach: The effect is Lasting (though the tass still crumbles if all its Mana is expended or absorbed.)

Focused Aetheric Winds (Prime 3)

Practice: Weaving
Primary Factor: Potency
Suggested Rote Skills: Athletics, Expression, Occult
The Mage calls forth a bare fraction of the howling fury of the Aether, blasting their subject with supernal winds. This is an attack spell, inflicting bashing damage equal to Potency.
+1 Reach: The winds of the spell are focused on a particular point, inflicting the Arm Wrack or Leg Wrack tilt.
+1 Reach: In lieu of damage, the mage may assign Potency to instead destroy the target’s Mana. One level of Potency so designed destroys one point of Mana, and Potency mzu be freely split between Mana destruction and damage.

Forge Glamour (Prime •••)

Practice: Perfecting
Primary Factor: Potency
Cost: 1+ Mana
Suggested Rote Skills: Larceny, Persuasion, Socialize
As the Realm of Platonic Exemplars, the Supernal Realm of the Aether provides the essential nature of the worlds, this is seen most obviously in the constructs sculpted from raw mana which is the Thaumaturges right. More complicated are the esoteric ideas, the roles assumed by the Thespians, but these truths are no less than the Perfect Sword or the Perfect Hammer. Weaving a pattern of mana about their person, the Thespian draws down a piece of this perfected concept, assuming the role as it exists in its perfected state. This glamour suffuses them with props which serve their role and only their role, but these things remain insubstantial mere concepts to satisfy a need to present the correct postures. Potency may be allocated tot he following effects:
*A dice bonus akin to striking looks while engaging in the role portrayed.

       *Increase Mana capacity by +1 (the mage may fill this Mana capacity by spending Mana as part of the casting or leave the object partially empty)

Add Forces 3: The illusion is not obviously magical.
+1 Reach: The Illusion of the Glamour may improve a Persona Yantra, splitting its potency towards perfecting it to a maximum of +4.
+1 Reach: The Truth of the Illusion may be flared, burning a point of mana from its pattern to grant an 8-again to the dice roll.

Not on My Watch (Prime 3)

Practice: Weaving
Primary Factor: Duration
Cost: 1 Mana
Suggested Rote Skills: Occult, Athletics, Persuasion
For the duration of this spell, the Mage becomes better able to Counter certain spells, not just causing them to fizzle but launching them back at their caster. When targeted by a single-target, hostile spell, the Mage may use the Counterspell attainment with the requisite Arcana (NOT Universal Counterspell) to cause the spell to be reflected upon the caster instead of simply fizzling. The spell takes effect as if the original caster were the target, with other spell effects working normally. The spell may be dismissed normally still, but any lasting effects remain.
+2 Reach: The caster may invoke this as a Reflexive Action for an additional Mana, allowing them to cast it while Counterspelling.

Raising the Pillars (Prime 3)

Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Crafts, Persuasion, Science
”And the Druids turned to stone…” Libertines have a great affinity for the magic of humanity allowing them to use its practices to exemplify their own supernal magic through the presence of even sleepers. This spell allows a mage to reinforce the Supernal Truth of an Environmental Yantra composed of Sleepwalkers or a Techne Instrument composed of Sleepers increasing their collective bonus to the Potency of the spell, this remains limited by the normal rule that no Yantra may exceed a +5 bonus. A group can provide a bonus no higher than the number of its members.

Supernal Eidolon (Prime 3)

Practice: Perfecting
Primary Factor: Duration
Cost: 1+ Mana
Suggested Rote Skills: Occult, Expression or Academics
The mage calls on her vision of a perfect magical tool for a spell she plans to work. She creates from Tass (see Platonic Form) the perfect tool for a specific spell. For each potency she achieves on Eidolon the tool provides a +1 Yantra bonus (remember a single Yantra can’t grant more than a +5 bonus) for a specific spell (which can be a Rote, Praxis or a regular spell) or increase it’s Mana capacity by 1. The spell must be from one of the mages ruling Arcana. As Platonic Form spell the Tass holds by default 1 Mana and 1 mana is drained from the Yantra each time it is used. The tool created by this spell is a simple representation of size 1 or 2 max and has 1 Durability.
A Yantra can be made for another mage to use but it still follows all the same rules (ie: the yantra can only effect spells from the creator’s Ruling Arcana.)
Note: Spell stacking rules apply; only the highest Potency Supernal Eidolon can be used for a given spell as a Yantra. +1 Reach: The tool is the perfect Yantra for all spells of a specific ruling Arcana the mage possesses
+1 Reach: The tool encompasses an additional Ruling Arcana the mage possesses

Witchlight (Prime •••)

Practice: Weaving
Primary Factor: Potency
Suggested Rote Skills: Expression, Occult, Science
The mage manifests a mote of the Aether’s raw revelatory energies, making light that is visible only to Active Mage Sight. It often appears as an orb of fire or electricity, but may look like anything unliving between the size of a walnut and a torch. Witchlights have substance, but are of negligible weight, able to be scooped up by hand. It provides no heat or force, and does not evoke special responses by appearance (e.g. frenzy or bans from fire); however, the appearance may still be shocking, or provoke responses related to light if it can be perceived. It may be held, positioned on a subject, or launched as an aimed spell like a flare. If a target wishes to resist a witchlight’s attachment to their Pattern, use Composure as a Withstand to make it simply slide off and continue with its natural momentum.
A witchlight illuminates 10 yards per point of Potency clearly enough to make rolls without penalties for darkness, and twice that range at half the darkness penalty (rounded down). The light may be willfully dimmed, enhanced, or strobed to inflict the Poor Lighting Condition within its range of clear illumination.
+1 Reach: Increase the witchlight to the size of a bonfire, doubling its range of illumination.
+1 Reach: The light may be made visible to all supernatural entities, or even revealed fully into the Fallen world.
+2 Reach and 1 Mana: The witchlight is Lasting, but cannot be fixed to a living target, burst, or change its level of illumination.

Ecstasy (Prime ••••)

Practice: Patterning
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Empathy, Expression, Occult
The spell inspires an overwhelmingly revelatory state of euphoria and/or terror in the subject, inspiring convulsions and other autonomic functions. It inflicts the Insensate Tilt for the Duration of the spell, or until the Tilt is resolved (for instance, by being attacked beyond this spell’s effects).
+1 Reach: The subject receives a Supernal vision that offers great insight. The subject takes on the Humbled Tilt toward the caster (MtA 316), and likely has justification for life changes and Bluebooks.

Lamina (Prime ••••)

Practice: Patterning
Primary Factor: Potency
Withstand: Stamina
Cost: 1 Mana per subject
Suggested Rote Skills: Expression, Crafts, Occult
The mage exudes and crystallizes a pelt of mana over the subject’s flesh, fusing a protective layer of tass to the mana that constitutes the subject’s pattern. Each level of Potency may be directed to 1 point of general or ballistic armor. Naturally, the subject glows like a lamp to anyone capable of sensing mana, and is unlikely to be able to explain their appearance to Sleepers.
+1 Reach: Mana may be invested into the lamina to make it immune to the Armor Piercing effect for a turn. This may be invested during casting and held until use, or spent directly by the subject. Unused Mana is not destroyed when the spell ends, but sublimates into the world and likely returns to the nearest Hallow.
+1 Reach, add Matter •••: The lamina becomes immune to the Armor Piercing effect.
+1 Reach, add Forces or Matter ••(+): Features of the lamina (e.g. horns, spikes, fangs, etc.) act like natural weapons, with a lethal damage bonus equal to half the added Forces or Matter rating (choose only one), rounded up.

Power Words (Prime ••••, Fate ••••)

Practice: Patterning
Primary Factor: Duration
Withstand: Resolve
Cost: 1 Mana
Suggested Rote Skills: Academics, Occult, Expression
High Speech is a conduit to the Realms Above, uniquely formed by the symbols the words entwine and their contextual intent for the Imago. A mixture of Patterning between Prime and Fate apply Supernal perfection to the subject’s High Speech, imbuing succinct words of power with the same symbolic value, intent, and determination as longer and/or repetitive mantras. As long as the subject may speak, High Speech may be used as a secondary reflexive yantra (MtA 119).
+1 Reach: This extension of raw intent applies the subject’s unbridled articulations of magical symbolism to their High Speech. The yantra die bonus of using High Speech mantras (MtA 119) is substituted by the subject’s unaltered Occult rating (to a maximum of +5), even if this causes the character to receive a lower die bonus, or none at all. If used in this manner, High Speech may still be used as a reflexive Yantra, but loses its “secondary” quality (and thus cannot go over turn limits on yantra).

Sanctum Sanctorum (Prime 3)

Practice: (Perfecting)
Primary Factor: (Potency)
Withstand: Sanctum Rating (if any) Suggested Rote Skills: (Occult, Expression, Academics)
With this spell, the caster may sanctify an area, causing it to act as a Sanctum or increasing the rating of an existing Sanctum, or defile an area or existing Sanctum, reducing it’s rating. If the area is currenly not a Sanctum, it becomes one with a rating equal to the spells potency. If it is a existing Sanctum, the rating is either raised or lowered by 1 (to a maximum of 5, or minimum of −5), withstood by the current Sanctum rating (absolute value). If an area has a negative Sanctum rating, it SUBTRACTS its value from Gnosis to determine spell control.
+2 Reach: For 1 Mana, the effect is Lasting

Squaring the Circle (Prime 4, optionally Prime 3 Mind 4)

Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Brawl, Expression, Occult
An enhanced version of Display of Power, rather than merely providing a visible representation of a spell’s Imago, this rote projects a visible and audible representation of what the results would be if those Imagos were expressed in the Fallen World. This provides a more dynamic display that allows the mages involved to show off their personal styles, as well as makes witnessing the duel more interesting.
The sensory effects provided by this spell are obviously illusory (visuals are translucent and sounds are distant and hollow), and will not fool anyone witnessing them that they are real.
+2 Reach: For one Mana, any attempt to Counterspell (p. 192) a spell cast within the area gains the rote action quality, as the plainly visible Imago makes the spell easy to decipher. (In many duels, seconds are appointed to stand ready to Counterspell attempts at cheating.)


Space Spells


Nothing Between (Space •)

Practice: Unveiling
Primary Factor: Potency
Suggested Rote Skills: Investigation, Science, Empathy
If space is a lie, it must follow that distance is a lie. By means of this spell, the subject may see across vast distances as though she were immediately next to everything she sees. She could reading small print on the other side of the room or counting hairs on someone’s head as though they were right next to it.
Multiply the distance at which the subject can see before suffering penalties by this spell’s Potency. Atmospheric conditions may impact this vision, as it effectively creates a telescope.
+1 Reach: This spell allows the subject to see out to a number of miles equal the Mage’s dots in the Space Arcanum.
+1 Reach: This spell applies to hearing as well as sight.
+1 Reach: This spell can ignore intervening atmospheric conditions.

Crossroads (Space 2)

Practice: Ruling
Primary Factor: Potency
Suggested Rote Skills: Computers, Politics, Athletics
How many roads must a man walk down, before you call him a man… Roads are but the connections between two points, moving along one is as simple as taking that first step. This spell allows the mage to step upon the beginning of an unobstructed conduit, corridor, path, road, track, trail, or tunnel and reach its terminus immediately or instead to step from one crossroads, junction, or node to the next. This requires that the ‘road’ is navigable. If it is not, the spell ends immediately at an physical obstruction that would prevent further travel, whether it be a door in a hallway, thick underbrush grown over a trail, a tree fallen over a path, or rush hour traffic if one is traveling via automobile.
+1 Reach (Add Forces 2): The subject of the spell may use a virtual circuit, electrical conduit, or signal to define the path. This can be exceedingly difficult as many such paths travel unnavigable terrain in one form or another.
+1 Reach (Add Prime 2): The subject of the spell may step from one node to the next along a leyline. This can be exceedingly difficult has many such paths traverse over the globe through physical objects.


Time Spells


Timekeeper (Time •)

Practice: Unveiling
Primary Factor: Duration
Withstand: None
Suggested Rote Skills: Drive, Empathy, Politics
By use of this spell, the subject becomes aware of their absolute time, as well as the relative time between events. For instance, they could measure exactly how many seconds it takes for someone to run a lap without the use of a stopwatch. The subject not only detects when time has been sped up or slowed down, but they become aware of how much time “should” have passed.
+1 Reach: By measuring the passage of moments, the subject may look upon a project that has been undertaken and know exactly when it’ll be complete. They could tell you exactly how long until a Kettle boils, the exact second a pregnant woman will give birth, or when a cathedral would be completed under present circumstances. Large scale projects that will be completed far in advance will return a likely range. When an Extended Action is evaluated, it returns how long it’ll take to complete on average and how long each interval is.

Dusty Trails (Time ••)

Practice: Veiling
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Investigation, Stealth, Subterfuge
The subject appears completely distinct from one event in their past per Potency. Any mundane attempt to link them to their occluded past through physical or circumstantial evidence fails, and supernatural attempts to link the subject to their past provokes a Clash of Wills. This spell has no effect on memories. Without the aid of Temporal Sympathy, only events in the unchanged past may be occluded.
+1 Reach: The subject is can not be tracked as their link to their own footsteps fades.

Five O’Clock Shadow (Time ••)

Practice: Veiling
Primary Factor: Potency
Withstand: None
Suggested Rote Skills: Politics, Survival, Subterfuge
This spell allows a Mage to alter the subject’s apparent age, or to make them rapidly progress or regress through time: someone could be made to appear older or younger; a seed could become a plant, or a plant could become a seed; a plant could be made to bear fruit or wither away as though it were winter; hair and nails could be lengthened and shortened; a kettle could be made to boil or cool. The changes brought on by this spell are illusionary, and some supernatural powers (including Time Mage Sight) may see through them with a successful Clash of Wills
+1 Reach: This spell may cause the subject to detect as being from another time entirely, or to detect as moving faster or slower through time, or any other number of temporal anomolies with a Clash of Wills.

Fog of Ages (Time ••)

Practice: Veiling
Primary Factor: Potency
Withstand: Resolve
Suggested Rote Skills: Academics, Larceny, Subterfuge
By means of this spell, an Apprentice of Time can hide the past from the subject. One consecutive Scene per Potency of the spell is obscured, meaning the subject can not remember it or acknowledge the results of it. +1 Reach: The scenes obscured by this spell no longer need to be consecutive.
+1 Reach: Instead of obscuring entire scenes, this spell can obscure specific events within a scene while leaving the rest of the event unchanged.

Procrastination (Time ••)

Practice: Shielding
Primary Factor: Potency
Withstand: None
Suggested Rote Skills: Occult, Socialize, Survival
Sure the subject might have just been hit by a truck or eaten by a grue, and yes a Disciple of Time has to deal with the fact that actually happened… but… they’ll get around to it later. This spell protects the subject’s pattern from being changed by what is going on in the present. Up to one Condition, Tilt, or instance of Damage may be suspended per point of Potency. When Damage is suspended, you only suspend a number of health levels equal to Potency. Directly supernatural changes require a Clash of Wills to suspend. When this spell’s duration wears off, all suspended events affect the subject instantly.
+1 Reach: Once the spell ends, suspended effects happen at a rate of one per turn.

Arcadian Hours (Time 3)

Practice: Fraying
Primary Factor: Potency
Withstand: Target Spell’s Caster’s Arcana Rating
‘Suggested Rote Skills: Occult, Drive or Persuasion
The mage targets a spell causing it to be expended more quickly. If successful, this spell causes the targeted spell to elapse at a rate of (1 + Potency) times faster until this spell expires. This cannot reduce the duration beyond 1 remaining turn.

Changing the Clock Face (Time •••)

Practice: Weaving
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Academics, Stealth, Persuasion
This spell allows a mage to cause the subject to rapidly progress or regress through time up to one year per Potency. Unlike Five O’Clock Shadow, these changes are real. However, they produce no mechanical benefit or hinderance, but they may have cosmetic and some narrative impact. For instance, someone made older by this spell would look and feel different, but they would have the same traits and they would live the same length of time after this spell.

Long Day (Time •••)

Practice: Fraying
Primary Factor: Potency
Withstand: Stamina
Suggested Rote Skills: Academics, Socialize, Survival
This spell makes the subject profoundly feel every moment they’ve been awake, even if they’ve just awoken. They gain the Lethargic Condition as though they have been awake for 1 hour per point of Potency and must make an immediate roll to stay awake. At the ST’s discretion, subjects who don’t feel fatigue may be immune to this spell.
+1 Reach: The subject takes 1 Bashing Damage per point of Potency which can not be healed so long as the subject has the Lethargic condition.

Lost Time (Time •••)

Practice: Fraying
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Athletics, Academics, Socialize
People get lost in the moment—they are having fun, or hard at work, and suddenly it’s a few hours later and they are left wondering where the time went? This spell allows the Mage to degrade the subject’s ability to change with the progression of time, inflicting the Insensate Tilt. If they were engaged in a reasonably inane task that requires little important decision making (such as reading, playing a game, watching TV, etc) they will continue to do it.
+1 Reach: The subject becomes unaware of their surroundings for the duration of the spell.

Sequel (Time •••)

Practice: Weaving
Primary Factor: Potency
Withstand: Resolve
Suggested Rote Skills: Persuasion, Science, Survival
With this spell, a Mage can force someone to relive past trials and victories. The subject gains one mundane, non-persistent Condition or Tilt per dot of the spell’s Potency that they have experienced in the past. The mage can select conditions they know about, or simply seek out conditions that match broad criteria (in which case the subject’s player chooses something appropriate). Without the Temporal Sympathy Attainment, this spell can only cause someone to to be affected by Conditions and Tilts experienced in the Unchanged past.
+2 Reach: You may add a supernatural Condition or Tilt so long as you have another Arcana related to your choice rated at ••• or higher.

Accelerate Metabolism (Time 4)

Practice: Perfecting
Primary Factor: Duration
Withstand: Stamina (If Resisted)
Suggested Rote Skills: Athletics, Medicine or Science
The spell accelerates the bodies natural healing process. Normally the domain of Shamans this spell still see’s use from desperate mages despite it’s drawbacks. For each potency of the spell the subject’s healing times are halved. The spell however puts enourmous strain on the subject which gains the Drained condition once they’ve been under this spell’s influence for a number of hours greater than the target’s Stamina. The condition is persistent until the spells end. Afterwards it can be cleared by eating enough food and getting some rest.
+1 Reach: The subject’s accelerated metabolism helps them react faster granting +1 Initiative per Potency.
+1 Reach: The mage spends 1 addtional Mana and subject(s) does not gain the Drained condition from this spell

Co-Temperus (Time ••••)

Mana Cost: 1
Practice: Patterning
Primary Factor: Potency
Suggested Rote Skills: Larceny, Politics, Subterfuge
By making the present as indeterminable as the future, this spell can allow the subject to participate in multiple ‘potential presents’ simultaneously. The subject splits into one additional version of themselves per Potency. This is not a true division of the subject, but instead is the subject existing in multiple timelines. They share a single Willpower and Mana pool, but are otherwise treated as separate. At the beginning of the subject’s turn, each version of themselves may perform their actions as normal. However, apply the results of only one version of the subject on the world around them, and each version of the subject completely ignores what the others do (sometimes even occupying the same space). For instance, if one version of the subject opens a door and goes through it, all other versions of the subject still have to open the door and walk through it. If at the end of the turn the subject chooses to apply the changes of another version of themselves who did not open the door on the world, then the door would be closed at the end of the turn (having never been opened). Any supernatural powers that affect one or more versions of the subject affects all of them. When the spell ends or is canceled, only one version of the subject sticks around, and that version suffers all of the damage, conditions and tilts suffered by all other versions of themselves, but also gains all knowledge and experiences from the discarded versions of themselves.
Add Mind (••): The different versions of the subject may communicate telepathically.
+1 Reach: The different versions of the subject are more insulated from each other. When one or more of them is affected by a supernatural power, then they may roll a Clash of Wills to keep all other versions from themselves from being equally affected.
+1 Reach: The version of the subject that remains after the spell expires gains the worst damage from all versions of themselves, instead of all of it.
Note: A Space •••• equivalent of this spell exists, but relies on a duplication of the character’s spatial presence instead of timelines.

Encore (Time ••••)

Practice: Patterning
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Athletics, Expression, Science
By means of this spell, the Mage can cause someone to repeat the actions of the past. Without the Temporal Sympathy attainment, the Mage chooses one instant action the subject performed in the unchanged past. The subject performs that same action on their next turn. They perform the same motions and thoughts they did, without regards to their surroundings. This makes interacting with a changing world imprecise (i.e. striking an opponent who has moved would cause them to strike at the same spot).
+1 Reach: Instead of an instant action, the subject will repeat an entire Scene. This reach may be selected multiple times, causing the subject to repeat more than one scene’s worth of actions.
+1 Reach: The subject will adjust their motions to try and produce the same result as their prior actions. Someone who read a book will pick up that same book to read if it is handy. Someone who threw a punch would throw a punch at the same target if they are nearby. If the subject can’t achieve the same result with only minor adjustments, they will mime the action normally.
+3 Reach: As above, but the Mage may select new targets for the subject’s actions. The decision for what replaces the old target is made when the spell is cast, and that decision persists for the duration of the spell.

Hung Action (Time ••••)

Practice: Patterning
Primary Factor: Duration
Withstand: None
Suggested Rote Skills: Athletics, Medicine, Subterfuge
One mundane instant action performed by the subject while this spell is active becomes “hung” in time. Resolve the effects of the action then, but instead of performing that action the subject merely passes their turn. When this spell’s duration ends or it is canceled, the suspended action affects the world. Many mages use the the Fate •• attainment Conditional Duration on Hung Action, so it releases its action under set circumstances.
Add Fate (••): Instead of suspending an action entirely, the Mage may suspend only their success. The suspended action appears to happen, yet it looks like a failure (or, at the subject’s option, a dramatic failure—this does not grant a beat). When the spell ends, it turns out the action was a success the entire time.
+1 Reach: The subject may hang one additional mundane action while this spell is active. This Reach may be selected multiple times.
+2 Reach: This spell may apply to Extended Actions as well as Instant Actions.

Stopwatch (Time 4)

Practice: Unraveling
Primary Potency: Potency
Withstand: Resolve
Cost: 1 Mana
Suggested Rote Skills: Occult, Science, Intimidation
The subject’s journey through time is slowed almost to the point of stopping. They attempt to do something, only to have the actions play out in slow motion as they are witnesses to their own body. To them the world moves with sudden, great speed. The subject’s Speed and Defense are reduced to 0. They declare their action at the beginning of the round, but it only takes place at the end of the round (in the order of the Mage’s choosing in the case of multiple subjects). Everyone else’s action coints as interrupting their action.
+1 Reach: The subject suffers the Immobilized Tilt as the slowing of Time becomes that much more all encompassing.

Weave the Tapestry (Time 4)

Mana Cost: None
Practice: Patterning
Primary Factor: Potency
Withstand: Resolve
A Mage may use this spell to guide the subject through multiple potential futures, ensuring that they pick what is best (or worst) for them. The Mage may cause the subject to reroll a number of mundane rolls equal to this spell’s potency. The mage chooses which rolls are rerolled, and whether to keep the old roll or use the new one. No dicepool may be rerolled more than once by this effect, even if another effect forces a reroll (in that case, you may perform a Clash of Wills to choose which roll to keep).
+2 Reach: This spell may affect spellcasting rolls and supernatural rolls.

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